I just realized you can chrono boost the Warpgates cooldown time as Protoss.The reason it's funny is because I play ALOT of Protoss and I win ALOT!

What have you recently learned that should have been obvious that will now make you even better than you were 2 seconds ago before you knew it. (Any Race)

Updated with this nice summary of the tips inside.

On November 02 2010 04:30 Skrattybones wrote:Hey guys,

I just went through this entire thread and have pulled (almost) every tip posted in here. I will now proceed to put them in here, separated by "All", "Terran", "Protoss", and "Zerg". If the OP wishes to copy this list and add it to the original post, awesome.

Also note that I attempted to only include tips which are absolutely true, but as I only play Zerg I haven't gone through and verified them.--

- You can hold down a hotkey instead of pressing it over and over (IE: Hold down F and click everywhere you want multiple fungal growths with multiple Infestors). This stands true for practically everything, across every race.

- You can add new units to an existing control group by holding Shift and setting them to the group you want.

- Transferring some harvesters to a new expansion is better for your economy than simply saturating from scratch.

- MULEs can be spotted dropping by everybody, even in fog of war.

- 'Alt' shows/hides health bars, depending on whether you have them turned on or off.

- Spacebar will center you on your base.

- Backspace will cycle you through multiple bases.

- Tab will cycle through multiple things on the same control group.

- pressing 'C' on a worker with resources in his hand will send him back to deliver the resources automatically.

- You can target fire with any form of static defense (IE: bunkers, spine crawlers, photon cannons)

- Holding shift allows you to set multiple waypoints, making it easier to scout multiple bases automatically.

- By selecting units and right-clicking on another unit you order them to follow that particular unit. This is helpful for ordering faster units to follow behind slower units.

- workers pinned/trapped by enemy units can be rescued by ordering them to a mineral patch. They will phase through their obstacle to get there. This also works for scouting an enemy base walled-off with a unit guarding the path.

- Massive units (Thors/Colossus/Ultralisk) will break forcefields.

- You can turn on a Flier Helper option to help accurately target flying units with spells.

- You can move the camera by holding the middle mouse button, as opposed to dragging your cursor to the edge of the screen and/or using the arrow keys.

- If you are under attack at your mineral line by lings or zealots early on, and have fewer units to defend, grab all of your probes and select attack, then mine, then attack, then mine, with a few game seconds in between each command. What you are doing is changing their priorities so that unless your opponent has queued attacked every single one of your workers, their attacking units will face your probes, then switch to your units, then to the probes, then to your units, effectively making them only hit your actual attackers about half the time. You can also trap units between the probes because they will ignore pathing to mine, then attack, then ignore pathing, then attack.

- You can start production on units even when supply blocked. Once you remedy the situation the units will begin production automatically.

- You can have more than 24 units bound to a control group. It will open up a new page within that control group to display those units.

On September 21 2010 23:23 hEndO wrote:as Zerg i just learned that once you have 1 lair but 2 hatches you can get Overlord speed on one and Overlord drop on the other. I always thought i could only research them at the Lair. =/

I just discovered something that is very situational, but still I feel this thread is an appropriate venue to share it. If you are zerg and you reach lair tech, always have some OL's pooping creep asap. I mean, you should be doing this anyway but I found the additional advantage that if your Lair gets sniped, you can move the OL's around and they will continue pooping creep. This is very useful to keep your buildings alive while you rebuild your hatchery, either there or somewhere else.

I know how larva works, but never brought myself to realize this means Zerg must use all available larvae asap, in order to force hatcheries to renew them. Otherwise there's likely some waste of resources on boosting larva production. It's obvious, but so important, and I'm pretty sure not many zergs optimize their strats enough to cover that.

I also learned that selecting larva along with a drone, hitting stop (and re-mine the drone) forces larva to move closer to the minerals if it's not. In addition, in the first seconds of the game, it may be useful to build the drone directly from a larva of your choice (click on the larva, not the hatch), so that it's the closest position to the minerals.

On September 21 2010 23:23 hEndO wrote:as Zerg i just learned that once you have 1 lair but 2 hatches you can get Overlord speed on one and Overlord drop on the other. I always thought i could only research them at the Lair. =/

:O Holy crap I just became a better Zerg, thank you thread (and starter)

dunno if this is obvious! but i learned to drone harder at the beginning of games even against the 4gate and get units last minute. unless of course its super early pressure or 2gate. I guess just knowing when to drone. Always made too many units and got miffed on econ

On September 21 2010 23:23 hEndO wrote:as Zerg i just learned that once you have 1 lair but 2 hatches you can get Overlord speed on one and Overlord drop on the other. I always thought i could only research them at the Lair. =/